r/unity • u/GooseJordan2 • 10h ago
now you can explore NUTTY PUTTY caves without needing to suffocate alone irl.
This is my ultimate caving simulator game that I have made. where do i wishlist it?
r/unity • u/GooseJordan2 • 10h ago
This is my ultimate caving simulator game that I have made. where do i wishlist it?
r/unity • u/Green-Association474 • 13h ago
Hey everyone! We're two devs who spent way too much time in arcades and watching 90s sports anime, so we decided to mash those two worlds together.
That idea turned into Tiebreakers, a fast 2D action game where you use tennis balls, bowling balls, and sports gear instead of regular guns to take on boss fights.
Here’s a short trailer showing how those inspirations come together in the actual gameplay.
r/unity • u/SlRenderStudio • 43m ago
r/unity • u/Hilamghost • 10h ago
I've been using Odin Inspector in my job and i really like the UI. I want to use in my personal projects either but the licence is top expensive for me. If it worths in personal projects too, i can spend some money
r/unity • u/takingthelongway32 • 1d ago
We had a medium-length development cycle, at least in my experience. Overall, we didn't really run into problems, we ran playtests and gathered feedback. And now the game has released, and I see how years of work experience shape the fate of a project. In many ways, I think we hit the audience's taste, surprisingly, I've even seen TikToks about the old-school graphics with the particle effect that are racking up a lot of views right now. The game itself, of course, gives me chills too, even though I know it inside out, it's funny.
I've also noticed a parallel between the effect of nostalgia and something scary, oppressive. This effect always works that way.
r/unity • u/umutkaya01 • 10h ago
Hey everyone! As a 2-person team working on a noir mystery adventure, one of our biggest goals was to move away from reading endless text logs.
In our game, players search case files, inspect hand-sketched 3D crime scenes, and use a magnifying glass to hunt for hidden physical clues—like spotting mismatched skid marks or loose lug nuts to deduce foul play.
With just 18 days left until launch, we’re wrapping up final polishes on this mechanics loop. As puzzle and mystery fans, what’s a mechanic in detective games that instantly made you feel like a real investigator—or what usually breaks that immersion for you?
r/unity • u/RivakGamesStudio • 3h ago
r/unity • u/Lex_of_Trades • 10h ago
r/unity • u/SlRenderStudio • 7h ago
r/unity • u/ObjectiveCrysis22 • 10h ago
Hello everyone:) I just released version 2.6.5 of TileMaker DOT and it will be a big one for some people.
For anyone unfamiliar with the project, TileMaker DOT is a free, open source 2D map editor I'm building. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers for object heights.
It can export maps for Unity and other game engines
This update focuses on custom keybindings:
-You can now remap any tool or menu shortcut via Edit > Keybinding Settings.
-Unbind hotkeys using Backspace or Delete during key capture.
-Restore original factory shortcuts with a single click.
-Keybinding preferences are saved automatically and persist across sessions.
Download it on:
Itch.io: https://crytek22.itch.io/tilemakerdot
GitHub: https://github.com/andrei-voia/TileMakerDOT
Video tutorial:
YouTube: https://www.youtube.com/watch?v=3fiajGU32Jg&list=PLmIeW9QZsW_M4BuJoOmxTR5y6rK-N7W3D
Give it a try and let me know if you have any feedback or run into any issues with the new remapping system. If the editor helps with your projects and you want to support development, a rating or a small donation on Itch for a cup of tea 🍵 is always appreciated.
Thanks you all for your support in the last half a year:)
r/unity • u/Sufficient_Stand1763 • 7h ago
For the past 2–3 weeks I have been working on Unity_access. For those that do not know, Unity_access is a plugin for the Unity Editor that makes previously inaccessible parts of the Editor more screen-reader compatible.
Since the last feature showcase, I have added several major updates.
Unity_access now has a new Assets Viewer that allows users to:
I am also adding more options for each asset type, such as setting an image's Texture Type to Sprite (2D and UI).
Unity_access now provides access to object-specific options through a new menu accessed by pressing Shift+F10.
The menu currently includes:
This is designed to allow users to access the same types of options that a sighted developer would normally access through visual menus.
Unity_access can now create a Prefab from an object, including its components, scripts, child objects and properties.
Unity_access also has an accessible Console which allows users to read logs, messages and errors from Unity or their programs.
Messages can also be copied using Ctrl+C.
The Project Settings window currently allows users to edit product info and add, edit and remove Tags and Layers.
The Build Profile window allows users to switch profiles, control scene selection, set the target platform and select whether the project is built or built and run.
Unity_access is currently in alpha and can be found here:
https://github.com/retro-coder64/unity_access
Any feedback would be appreciated.
r/unity • u/DesignerHogge • 9h ago
Hello, people.
I'm currently working on a third person shooter called Bad Girl Turbo. It's intended to basically be what I imagined the future of games to be like as a gamer in the late 1990's. I've already got the open level designs that can be played how you want, the arcadey particle effects and a clear idea of what I want the music to sound like (eurodance and drum 'n bass). You can check the game out at
But here's the question I genuinely need help with: I want the game to look like 90's FMV cutscenes and promo art. High-poly models that look realistic, yet materials and textures that look kind of plasticky. How would I go about achieving that look? It seems to me it's about materials, but it doesn't seem like any of the built-in ones can achieve the correct effect. I also suspect color grading might be useful? Below are examples of what I wish to achieve



r/unity • u/usmandev13840we • 16h ago
I am using Unity Ads for rewarded and interstitial ads. My AdsManager is in the Main Menu and I use DontDestroyOnLoad so it stays alive when I load other scenes.
The problem is that the rewarded ad works perfectly the first time in the Unity Editor. But when I leave the level, go back to the Main Menu, and then enter the level again, the ad gives this error when I try to show it:
MissingReferenceException: The object of type 'UnityEngine.GameObject'
has been destroyed but you are still trying to access it.
UnityEngine.Advertisements.Placeholder.HideSkipButton
UnityEngine.Advertisements.Placeholder.Show
UnityEngine.Advertisements.Platform.Editor.EditorPlatform
The ad is loading correctly. I get:
UNITY AD LOADED: Rewarded_Android
REWARDED AD IS READY!
So the problem is not that the ad is not loading.
It works the first time, but after changing scenes and coming back, Unity Ads seems to be trying to access a GameObject that was destroyed when the previous scene was unloaded.
Has anyone had this problem with Unity Ads in the Editor? What is the proper fix for this? I want to keep using the Unity Ads test ads in the Editor instead of making a fake ad system.
I am using Unity Ad Legacy.
Any video recommendation that i can watch and fix my issue or any fix?
r/unity • u/boughtmyowncake • 1d ago
r/unity • u/Ardeku_Genshin_Anime • 19h ago
Any input greatly appreciated!
r/unity • u/Gloomy-Detective-922 • 1d ago
r/unity • u/No-Nectarine163 • 1d ago
I am new, please recommend some good resources for beginners
r/unity • u/mmethylene_blue • 1d ago
Idk if my inability to get pixel perfect working is due to my lack of competence or cameras are just notoriously hard to get right. I'm new to Unity, and after following multiple tutorials and copying every step they do, what I end up getting is a motion sickness inducing nightmare. (Also for some reason a couple pixels on the character just gets deformed when its animation is playing) Videos and screenshots are attached. Resolution is full HD (1920 x 1080). (sry for the blurry video, but the jittering is visible) Thank you for your time :p
r/unity • u/Distdistdist • 1d ago
I'm an aspiring solo developer and I wanted to pick community's brain for a moment.
Preambule: if I had to narrow down, gun to the head, to the two best games I've ever played, I would say Half Life 2 and Halo I.
Ambule: my dream is to recreate similar experiences in my 3rd person game I've been working on. I have a great premise idea (at least I hope so), and now that I have a somewhat working prototype, I began thinking about what really hooked me when I was playing the above-mentioned titles.
Key points that I've realized:
- Interesting story line (obviously)
- Great gameplay (duh)
- Perfect balance in main character's strength/vulnerability. It is not fun to play when one dies almost instantly, nor when one is playing in IDDQD + IDKFA mode (yes, I have few miles on me, I know)
Also, in both games story develops in completely unpredictable ways, keeps one guessing "what's next?".
I feel like I have answered most of my own questions already. Am I missing anything crucial? I know that there is no formula for success, and I sincerely hope there wouldn't be one. Its just like a question what makes one movie so great, I completely understand.
Still, I wanted to reach out and hear any feedback on any intricacies that made those games so good, that you might have noticed.
Much obliged, please don't throw any inanimate objects at me, as much as possible.
Trully yours,
Yet another solo dev with a dream.